forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			90 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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https://developer.oculus.com/licenses/oculussdk/
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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Shader "Interaction/DotGridUnlit"
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{
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    Properties {
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        _Color("Color", Color) = (0, 0, 0, 1)
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        // rows, columns, radius
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        _Dimensions("Dimensions", Vector) = (1, 1, .1, 0)
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    }
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    SubShader
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    {
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        Tags {"Queue"="Transparent" "RenderType"="Transparent"}
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        ZWrite Off
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        Blend SrcAlpha OneMinusSrcAlpha
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        LOD 100
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        Pass
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        {
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            CGPROGRAM
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            #pragma vertex vert
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            #pragma fragment frag
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            #pragma multi_compile_instancing
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            #include "UnityCG.cginc"
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            struct appdata
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            {
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                UNITY_VERTEX_INPUT_INSTANCE_ID
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                float4 vertex : POSITION;
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                float2 uv : TEXCOORD0;
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            };
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            struct v2f
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            {
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                UNITY_VERTEX_INPUT_INSTANCE_ID
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                float4 vertex : SV_POSITION;
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                float2 uv : TEXCOORD0;
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            };
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            UNITY_INSTANCING_BUFFER_START(Props)
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                UNITY_DEFINE_INSTANCED_PROP(fixed4, _Color)
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                UNITY_DEFINE_INSTANCED_PROP(fixed4, _Dimensions)
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            UNITY_INSTANCING_BUFFER_END(Props)
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            v2f vert (appdata v)
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            {
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                v2f o;
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                UNITY_SETUP_INSTANCE_ID(v);
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                UNITY_TRANSFER_INSTANCE_ID(v, o);
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                o.vertex = UnityObjectToClipPos(v.vertex);
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                o.uv = v.uv;
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                return o;
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            }
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            fixed4 frag (v2f i) : SV_Target
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            {
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                UNITY_SETUP_INSTANCE_ID(i);
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                float4 color = UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
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                float4 dimensions = UNITY_ACCESS_INSTANCED_PROP(Props, _Dimensions);
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                float2 diameter = float2(1.0f/dimensions.x, 1.0f/dimensions.y);
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                float2 uvOffset = i.uv + diameter / 2.0f;
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                float2 index = floor(uvOffset / diameter);
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                float2 xy = index * diameter;
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                float dist = distance(i.uv, xy);
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                clip(dimensions.z - dist);
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                return color;
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            }
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            ENDCG
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        }
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    }
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}
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